Browsing by Author "Váša, Libor"
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Item Priority‐based encoding of triangle mesh connectivity for a known geometry(Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd., 2023) Dvořák, Jan; Káčereková, Zuzana; Vaněček, Petr; Váša, Libor; Hauser, Helwig and Alliez, PierreIn certain practical situations, the connectivity of a triangle mesh needs to be transmitted or stored given a fixed set of 3D vertices that is known at both ends of the transaction (encoder/decoder). This task is different from a typical mesh compression scenario, in which the connectivity and geometry (vertex positions) are encoded either simultaneously or in reversed order (connectivity first), usually exploiting the freedom in vertex/triangle re‐indexation. Previously proposed algorithms for encoding the connectivity for a known geometry were based on a canonical mesh traversal and predicting which vertex is to be connected to the part of the mesh that is already processed. In this paper, we take this scheme a step further by replacing the fixed traversal with a priority queue of open expansion gates, out of which in each step a gate is selected that has the most certain prediction, that is one in which there is a candidate vertex that exhibits the largest advantage in comparison with other possible candidates, according to a carefully designed quality metric. Numerical experiments demonstrate that this improvement leads to a substantial reduction in the required data rate in comparison with the state of the art.Item A Virtual Reality Platform for Immersive Education in Computer Graphics(The Eurographics Association, 2021) Hácha, Filip; Vanecek, Petr; Váša, Libor; Sousa Santos, Beatriz and Domik, GittaWe present a general framework for teaching 3D imagination demanding topics using commonly available hardware for virtual reality (VR). Our software allows collaborating on 3D objects, interaction and annotation in a simple and intuitive manner. Students can follow the exposition from an arbitrary, naturally chosen point of view, and they interact with the shared scene by adding annotations and using a pointing metaphore. The software allows using various VR headsets as well as opting for a traditional 3D rendering on a 2D screen. The framework has been tested in a small course on polygon mesh processing, identifying and eliminating the most serious flaws. In its current form, most of the sources of friction have been addressed and the system can be employed in a variety of teaching scenarios.